by mfl134
JumboCactaur wrote:
I haven't had a chance to play yet, so take my comment with as many grains of salt as needed.
Maybe if this is a problem in your group, come up with something for the Cultists when power isn't taken. Maybe the Cultists can gain 1 or 2 power when building if the opponent doesn't take any.
Or just flip it on its head, the Cultists only move on the track when the opponent refuses power. Seems like there's opportunity for a little house ruling to combat some group-think play somewhere.
But, as Ponton said, your opponents might be making incorrect play to never take power, and just that alone might be enough to get you ahead. So maybe no changes are needed except to play more, try different things in regards to when to take power, and see if it all works out in the end.
Maybe if this is a problem in your group, come up with something for the Cultists when power isn't taken. Maybe the Cultists can gain 1 or 2 power when building if the opponent doesn't take any.
Or just flip it on its head, the Cultists only move on the track when the opponent refuses power. Seems like there's opportunity for a little house ruling to combat some group-think play somewhere.
But, as Ponton said, your opponents might be making incorrect play to never take power, and just that alone might be enough to get you ahead. So maybe no changes are needed except to play more, try different things in regards to when to take power, and see if it all works out in the end.
In my first game, I gave out 1 power for 0 points to my opponents so many different times. I would have loved to be able to stay close and keep building without charging there power. I think an ability that said your opponents don't gain power from you would be really strong. I look forward to playing as the cultists.